
Review · 15 Aug 2026
Clair Obscur: Expedition 33
A first game from a thirty-person studio that outwrites almost everything its budget was measured against.
AstorianEditor · Role-playing games, open worlds, long-formafter 71 hours
Sandfall Interactive · Role-playing · PC · released 24 Apr 2025 · Finished, most of the optional bosses, both endings
Played 103% longer than the game usually takes to finish.
Tested on RTX 4070 · 1440p · DLSS Quality · 70–90 fps
The premise is delivered in the first ten minutes and it is the best hook of the decade: once a year a figure across the water paints a number, and everyone of that age dies. The number is falling. This year it is thirty-three, and the expedition setting out to stop it is made of people with one year left.
Turn-based, except you never stop playing
Combat is a traditional turn order layered with real-time defence. Enemy attacks must be parried or dodged on the frame, every enemy has a rhythm you learn, and a perfect parry chain turns a losing fight into a counterattack. It sounds like a gimmick from a description and it is the reason seventy hours never went slack — you are never watching a battle, you are in one even on the enemy's turn.
The build layer underneath is deep enough to break. Picto equipment grants passives that can be learned permanently, so a character can accumulate abilities across the whole run, and by hour fifty I had a party doing things the encounter design clearly did not anticipate. The game lets you.
- Deaths
- 88
- Longest parry chain
- 19
- Optional bosses cleared
- 12 of 16
The writing is the reason it will last
This is a story about grief that resists every easy version of itself. Characters do not deliver arcs on schedule; they change their minds, refuse to forgive things, and hold positions the game does not endorse. There is a conversation at roughly hour forty that reframes a character I had written off, and it does it with no revelation and no flashback — just someone finally saying the thing.
The score deserves its own line. It is orchestral, sung in French, and it is used with restraint rather than laid over everything, which is why the moments it does arrive land.
Where it slips
The overworld map is a small figure walking across a stylised landscape, and it is the one system that feels like a compromise — navigation is imprecise and several optional areas are found by brushing against invisible edges.
Difficulty also spikes sharply in the third act around two bosses whose timings are noticeably tighter than everything before them, and the assist options are the honest answer rather than a design fix.
The verdict
Seventy-one hours from a studio that had never shipped anything, and it stands beside the biggest games on this site without apology. The combat is the hook and the writing is why I have not stopped thinking about it.
Play it with the French audio. Do not look up the ending.
Accessibility
- Parry and dodge windows can be widened in a dedicated assist menu
- Subtitle size, background and speaker colour all adjustable
- Quick-time prompts can be set to a single press
- Combat leans hard on audio cues for timing, with only partial visual equivalents
Checked during play, not from a feature list. Tell us what is missing at hoursdeepcontact@proton.me and it gets added.
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